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Messages - nin10doadict

#1
"Could allow downward movement"
"Fiddly levels"
I feel a troll level design coming on  :devil:
#2
These look really nice for sure, and are easy to read as well. Great job
#3
NeoLemmix Levels / Lemmings Squared 2.0
April 12, 2024, 04:21:30 PM
It's time for a long-delayed update to my first level pack!

Now featuring:
Fewer backroutes (I hope!)
New levels! 101 total!
Less bad levels!
Better music volume!
A new graphic or three or five!
Adventure!

Whether you've played the older version or not, you're invited to take a look around. Don't be a square, check out Lemmings Squared!

Difficulty: How should I know? I know how to beat all the levels here. Medium, I guess?

Compatible with version 12.12.4 of NeoLemmix (and hopefully later? Are there later versions? I haven't checked. I'm so professional~)

Level download: https://drive.google.com/file/d/1Oo38VjZjokGQmh3Bsb55RFOyaECSz8yB/view?usp=sharing
Music download: https://drive.google.com/file/d/1GZEzDnz26I_B2nShKTvCVBRXGIIeUD8x/view?usp=sharing

Music is referenced in its own folder; after unzipping, keep the music files in the folder and add the entire "LemmingsSquared_music" folder to your NeoLemmix/music directory.
#4
I was unaware that the level being loaded after the whole "missing piece" rigmarole was dealt with could result in you saving the level and having the missing pieces removed. I feel like that shouldn't happen. A missing piece should be displayed using some placeholder graphic (like a box with a red X or something). It could still be moved and saved that way, though if the level was loaded in the player and the piece was missing then it wouldn't actually be in the level (and the player should also throw out a warning that pieces are missing, which I think it does; it won't even boot the level if I recall).

In any case, making the warning only appear once in the player is definitely good. I didn't know you could even get past it without aborting the program at that point.
#5
For small overhangs, I wonder if having the shimmier turn and use the "ascender" animation rather than the "climber" animation when he reaches the end might look better.

As for the "staggered overhangs" example... I'm getting thrown off by the high-res graphics and struggling to tell what is a "physics" pixel and what are graphical subpixels... ;P
If the Lemming is climbing up through the terrain that would probably look ugly. Almost seems like the situation calls for a "rock-climber" type animation like Lemmings 2 had, but I feel like it should be possible to avoid resorting to that.
#6
I've been wondering about "hanging assignments" that can result from inserting assignments into a replay that now make future assignments already in the replay fail.
Consider the example:
Phyu 59: Lem 5 gets a basher.
Phyu 60: Lem 6 gets a builder.

If you go back and insert at phyu 59: Lem 6 gets a builder, then depending on whether we're using Lix or Neolemmix we get different behaviors.

In NeoLemmix the previous assignment to Lem 5 at frame 59 is silently overwritten and won't happen anymore. Could have disastrous effects on the rest of the replay; now any other assignments that were dependent on that one will be in unhelpful locations or fail for one reason or another. I find myself manually shuffling through the frames when using replay-insert to ensure I don't accidentally overwrite something, which seems annoying. Should the player have to manage this? Can the game notify the player that an overwrite has occurred with a sound or visual cue? Should the game prevent the overwrite altogether? If so, can the player force the overwrite anyway with repeated attempts?

In Lix, which allows multiple assignments on the same phyu, both assignments at phyu 59 will succeed, and because of the queuing mechanic for builders, Lix 6 will now use two builder skills.

There are several ways we could end up with "hanging" assignments. Due to inserting assignments earlier in the replay, we could end up attempting to give permanent skills to Lems that already have them, try assigning skills to Lems that are no longer in the level, or try assigning skills to Lems that can't use them because they are busy doing something else. These seem benign, but one potentially troubling "hanging" assignment comes from trying to assign skills when we don't have any more of that skill available in the skill panel. If you only have 5 platformers available for the whole level and have assigned them all, then go back and insert platformer assignments before they have been "used," then the future assignments will now fail. Again, should the player have to keep track of this, or is it better to have the game do it for us? If there is a "hanging" assignment at a past section in the replay, should the game remove it or leave it there?
#7
NeoLemmix Levels / Re: Casualemmings 2.0
December 03, 2022, 12:19:10 AM
Version 3 is out, updated for NeoLemmix 12.12.4. Check the first post in this topic for the new download if you'd like to try it out.
#8
I can solve Milkshake Party with 5 walkers of the 8 given, plus everything else, so:
5 walkers, 1 each of shimmier, climber, glider, platformer, builder, stacker, fencer, digger, cloner.
#9
NeoLemmix Levels / Re: Casualemmings 2.0
March 22, 2020, 04:55:19 PM
I did a dumb. I enhanced some other custom styles I used in this pack, but forgot to include those updates in the download. :forehead:

The download has been updated to include the new style changes. I'll try to get those added to the style manager as well.

Also, Hyper level 10 revolves around a change I made to a style that may not have been added to the style manager yet. If the one-way arrows seem to be strangely positioned or cut off, then let me know.
#10
NeoLemmix Levels / Casualemmings 2.0
March 21, 2020, 04:00:58 PM
Another remastering of Casualemmings is out, updated for version 12.12!

If you're familiar with the original game, this pack could work as an entry point for the world of custom levels in NeoLemmix (maybe!)

With a total of 146 levels across 5 ranks, Casualemmings should be a nice, friendly romp for players with some experience.
For a while, anyway...

TECHNICAL NOTES
This pack is built for NeoLemmix version 12.12.4. Earlier versions may not work.
This pack includes a custom style. Be sure to install it or certain levels will not work. All other styles used can be downloaded from the styles manager in-game.

DOWNLOAD LINK
Levels and music: https://www.dropbox.com/s/uzozfmsob5a61z9/Casualemmings_V3.zip?dl=1
Custom sounds: https://www.dropbox.com/s/1315iwhzyr154y5/Casualemmings_sounds.zip?dl=1
#11
Forum Games / Re: Corrupt-a-Wish
November 30, 2019, 05:20:22 AM
Granted, but none of those juices actually taste good. In fact they're rather foul.

I wish I could get motivated to work on Lemmings projects again.
#12
NeoLemmix Styles / Re: [NeoLemmix] Cat trap
June 06, 2019, 09:57:12 PM
Yeah there's a bunch of stuff I haven't done yet... I actually converted this stuff a while ago but haven't made it available yet.
I also have to tweak the objects I've made to add new idle animations and the like. I've had a lot of stuff on my plate for a while so this has been rather low priority for me.
#13
So from the sound of it I've been doing the right thing with my nin10_misc set; it currently contains some pieces designed to fit with other tilesets. I can see why doing this is a good idea, it reduces the chaos and can be changed if both parties mutually decide to add new pieces like this to the original tileset.
#14
Lemmings Main / Re: New to Lemmings Forums.
May 02, 2019, 10:17:02 PM
Welcome! There are plenty of veterans of Lemmings and many other things to do here on this forum, so enjoy your stay~ ;)
#15
A bit late because I haven't been checking the forums much but I'd be down for another go at this.